General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12544688 views, last view: 11/04/2024 19:06 |
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for questions, announcements etc.
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#10389: Re: .. |
by Xannin.
on 04/15/2008 06:27, refers to #10388
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Thanks for the help, however, I'm ditching the idea because there are way too many problems to work out.
I'm not sure why but when I tried your suggestion nothing happened. No damage was applied and the creature did not turn hostile.
It seems that there is a problem with having r_applydamage (div (* $damage $arg1) 100) inside another statement. I think for some reason it is unable to find $damage or $arg1.
I tried something like this to see if it would work at all:
sleep 750 [ r_applydamage (div (* 7 100) 100) ]
sleep 750 [ r_applydamage (div (* 7 100) 100) ]
sleep 750 [ r_applydamage (div (* 7 100) 100) ]
and so on...
with this, there is a wait and then all the damage is applied at the same time.
The biggest problem, thought, is that if the creature attacks you before it takes the damage, I think it puts you on top of the "stack" and you take all the damage. So any time something attacked me before it took damage, I took the 140 damage.
Thanks anyway, I think I'm just going to try to keep it simple.
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#10390: Music in sauerbraten |
by Deever
on 04/17/2008 18:08
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Hi folks!
Where is the music played in sauerbraten saved and how can i extract it? I'd like to listen to it on my work...
Greetings,
/dev
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#10391: Re: Music in sauerbraten |
by jbuk2k7s cookie has gone
on 04/17/2008 18:25, refers to #10390
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packages/fanatic
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#10392: Lack of Ati support |
by darkwade
on 04/19/2008 06:59
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In the last vershion of sauerbraten my edit mode was messed up with random lines everyware.
now in the assassin editon I get lower FPS with freez spikes.
Is there a patch for this problem?
any Ideas to help with this problem?
I hope they have better ATi radeon suppport in later releses.
2.2GHZ turion
Ati Radion 1100 latest drivers
2GHZ ram
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#10393: Re: Lack of Ati support |
by darkwade
on 04/19/2008 07:00, refers to #10392
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im tired sory 2Gb ram
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#10394: Re: Lack of Ati support |
by jbuk2k7s cookie has gone
on 04/19/2008 13:22, refers to #10393
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What is an 'ATi Radeon 1100'? I've never even heard of one of those.
Oh. Quick google reveals that it's an integrated chipset, so you're never going to get much performance at all.
Also, the ATi support is fine. All -real- cards work without hiccups, and the latest CVS has also developed a fix for the evil 'sparklies' which have plagued ATi cards on sauerbraten for ages.
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#10395: Re: .. |
by jbuk2k7s cookie has gone
on 04/19/2008 19:29, refers to #10395
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He's on a laptop though. Basically he's screwed.
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#10395: Player Speed |
by tman_elite
on 04/20/2008 04:29
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I'm working on a mod (mostly just for my own pleasure. Don't worry, I read all the liscenses and stuff, and I expect to do all of the work myself.) There are just a few things I'd like to know:
Is there a (simple) way to change the code so that the player speed is taken from a cfg file, instead of just being a concrete number? Or, an alternative, is there a way to have triggers disable movement (temporarily)?
My mod is mostly singleplayer, and in some levels you fight monsters and in some you fight robots. I tried disabling blood (for levels with robots) in the map config but it says something like "cannot override persistant variable." Any ideas?
Is there a way to have a trigger activated at the end of a level (after you kill the last monster)?
Any suggestions would be appreciated. I'll probably come up with a few more questions later.
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#10396: Re: Player Speed |
by SheeEttin
on 04/20/2008 04:54, refers to #10395
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It's certainly possible to freeze the player. Just look at the /taunt command and rip some of it out and use in in (e.g.) a /killmovement command.
For disabling blood, you'll find "IVARP(blood, 0, 1, 1);" in fpsgame/weapon.h (line 268ish). Just change that to "IVAR(...);" and it should work fine.
It might also be possible to change the blood texture (e.g. to transparent) if the above doesn't work.
As for a trigger activated after killing all monsters, you can certainly do that in the source. (Just poke around in fpsgame/monster.h, start from the bit about "only %d monster%s remaining".)
For CFG-only, you'd have to set up a button that you could only get to at the end.
Or you could create a new read-only var called monremaining or something, and only let the button work if monremaining == 1.
I should probably be going to bed, though...
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#10397: Re: Player Speed |
by tman_elite
on 04/20/2008 05:30, refers to #10396
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Thanks for the tips. I looked for the taunt command a little but I couldn't find it. I'll try again tomorrow. As for the blood thing, nothing really changed, but I'll try to recompile using the "clean" thing, because sometimes changes don't seem to work unless you do that (in my experience, at least.) I'll look into the code for the monsters thing tomorrow as well.
As for now, it's off to bed for me. Thanks again for the help.
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#10398: Re: Player Speed |
by yetanotherdemosthenescomputer
on 04/20/2008 06:35, refers to #10397
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For the blood, you might have to change one of the ones to a zero, because I think one is the default value and the other two are the range.
Am I right, code experts?
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#10399: HELP PLEASE! |
by BlackGold
on 04/20/2008 11:56
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This game looks awesome, and runs on my old comp. sweet. but one problem, when i get in the game, everything is blue or grey. i can see like bullet holes and stuff but i really want to play this game. PLEASE HELP!
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#10400: Re: HELP PLEASE! |
by jbuk2k7s cookie has gone
on 04/20/2008 12:19, refers to #10399
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Specs?
What does the console output when you start the game?
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#10401: how to play sound on hit/kill ?? |
by bbkr
on 04/20/2008 14:32
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I love sauerbraten instagib but I miss one feature from Q3 - playing sound on hit and better frag notification by displaying info in the middle of the screen.
It's especially iritating when playing on big maps on long distance or when you shoot someone in the window (you don't know if he's dead or if he just hide).
Notification in upper-left corner is not enough.
How to change it?
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#10402: Re: Multiplayer crashing |
by k7991_
on 04/20/2008 19:53, refers to #10385
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ah, its actually the latest version of Cube, sorry for not being clear, but my PC, as i said, isnt very high-spec, its a laptop with 512mb RAM, 1.7Ghz processor and Intel Integrated Graphics card, i am running Windows XP Pro, i hope this helps.
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#10403: Re: how to play sound on hit/kill ?? |
by yoopers
on 04/20/2008 21:19, refers to #10401
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Not sure about sound notification because I don't really pay attention to sounds, but hit notification via the crosshair is in CVS.
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#10404: Re: how to play sound on hit/kill ?? |
by rancor
on 04/20/2008 21:42, refers to #10403
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Hitpings would actually be a really nice feature, I find them extremely useful in UrT, UT2k4, and Q4. In UrT, it's actually gotten to the point that I subconsciously count the pings to tell if I'm about to kill someone.
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#10405: Re: how to play sound on hit/kill ?? |
by SheeEttin
on 04/21/2008 00:35, refers to #10404
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Pfft. Real gamers know if they hit something based on their target's reaction, whether it be the model doing something or the player's behavior. :)
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#10406: Re: how to play sound on hit/kill ?? |
by rancor
on 04/21/2008 01:58, refers to #10405
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Yeah, but it allows you to use auditory processing power to deal with the feedback, leaving more visual processing power for the surroundings, in particular letting you focus less directly on hitting, and more on noticing other incoming and such.
Also, in UrT a kill is maybe 4 hits, and when you're trying to spray someone unscoped from halfway across the map, every bit helps.
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#10407: .. |
by SanHolo
on 04/21/2008 11:23
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I actually like those hitpings in UrT also a lot. Doesn't help you to tell when one is dead IMHO, because they have hitboxes which damage differently, but it's nice to have the feedback that your weapon is not too inaccurate to hit anything.
And it's fun with the SR-8, *ding* dead, *ding* dead, ... :D
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